/Engine/Plugins/Experimental/ScriptableToolsFramework/Source/ScriptableToolsFramework/Public/BaseTools/ScriptableSingleClickTool.h
Once the hover is accepted, the OnHoverBegin event will fire, and then a stream of OnHoverUpdate events. If at any point the hover is no longer relevant, OnHoverUpdate should return false. OnHoverEnd will be called at that point, or if the hover is cancelled for any reason (eg mouse goes out of window, button is pressed, etc)
aFInputRayHitindicating a hit (true/false) and the hit depth along the hit-ray (0 for "always consume")
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Hover Events") [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) OnHoverHitTest ( [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) HoverPos, const [FScriptableToolModifierStates](API\Plugins\ScriptableToolsFramework\FScriptableToolModifierStates) & Modifiers )